/************************************************************************

								Heroes IV
					  Copyright 2000, The 3DO Company

	------------------------------------------------------------------
  						 bitmap_raw.h

	$Header: /heroes4/bitmap_raw.h $

	$NoKeywords: $

 ************************************************************************/

#if !defined( BATTLEFIELD_PRESET_MAP_IN_GAME_H_INCLUDED )
#define BATTLEFIELD_PRESET_MAP_IN_GAME_H_INCLUDED

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "battlefield_preset_map.h" 
#include "bitmap_group_ptr.h"
#include "counted_ptr.h"

//////////////////////////////////////////////////////////////////////////////////////////////
//t_battlefield_preset_map_in_game
// like most resoruces,  there are 2 versions of the resoruce. one of the resource editor and one for the game.

class t_battlefield_preset_map_in_game : public t_counted_object
{
public:
	
	// Constructors / Destructor
	t_battlefield_preset_map_in_game();
	t_battlefield_preset_map_in_game(t_battlefield_preset_map & preset_map);

	virtual ~t_battlefield_preset_map_in_game();
	
	// Member functions	

	t_battlefield_passablity_map_ptr	get_passability_map();
	t_bitmap_layer  &					get_backdrop();

protected:

	t_battlefield_passablity_map_ptr	m_passability_map;
	t_bitmap_group						m_backdrop_group;

};

typedef t_cached_ptr<t_battlefield_preset_map_in_game> t_battlefield_preset_map_in_game_ptr;

typedef std::vector<t_battlefield_preset_map_in_game_ptr>	t_preset_battle_map_array;

/////////////////////////////////////////////////////////////////////////////
#endif // !defined( BATTLEFIELD_PRESET_MAP_IN_GAME_H_INCLUDED )
